#import <Cocoa/Cocoa.h>
#import <OpenGL/OpenGL.h>
#import "color4.h"
#import "vector3.h"
#import "vector2.h"
#import "matrix4x4.h"
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
struct Vertex
{
aiVector3D vPosition;
aiVector3D vNormal;
aiColor4D dColorDiffuse;
aiVector3D vTangent;
aiVector3D vBitangent;
aiVector3D vTextureUV;
aiVector3D vTextureUV2;
unsigned char mBoneIndices[4];
unsigned char mBoneWeights[4]; };
@interface MeshHelper : NSObject
{
GLuint displayList;
GLuint vao;
GLuint vertexBuffer;
GLuint indexBuffer;
GLuint normalBuffer;
GLuint numIndices;
GLuint textureID;
aiColor4D diffuseColor;
aiColor4D specularColor;
aiColor4D ambientColor;
aiColor4D emissiveColor;
GLfloat opacity;
GLfloat shininess;
GLfloat specularStrength;
BOOL twoSided;
}
@property (readwrite, assign) GLuint vao;
@property (readwrite, assign) GLuint displayList;
@property (readwrite, assign) GLuint vertexBuffer;
@property (readwrite, assign) GLuint indexBuffer;
@property (readwrite, assign) GLuint normalBuffer;
@property (readwrite, assign) GLuint numIndices;
@property (readwrite, assign) GLuint textureID;
@property (readwrite, assign) aiColor4D* diffuseColor;
@property (readwrite, assign) aiColor4D* specularColor;
@property (readwrite, assign) aiColor4D* ambientColor;
@property (readwrite, assign) aiColor4D* emissiveColor;
@property (readwrite, assign) GLfloat opacity;
@property (readwrite, assign) GLfloat shininess;
@property (readwrite, assign) GLfloat specularStrength;
@property (readwrite, assign) BOOL twoSided;
@end